int OgreNodeHandler::startIndexedLineSet(const X3DAttributes &attr) { _currentGeometry = new IndexedGeometry(createUniqueName(attr, "indexedLineSet")); int index = attr.getAttributeIndex(ID::coordIndex); if (index != -1) _currentGeometry->setCoordIndex(attr.getMFInt32(index)); index = attr.getAttributeIndex(ID::colorPerVertex); _currentGeometry->setColorPerVertex(index != -1 ? attr.getSFBool(index) : true); return CONTINUE; }
int OgreNodeHandler::startIndexedFaceSet(const X3DAttributes &attr) { std::cout << "Start IndexedFaceSet" << std::endl; _currentGeometry = new IndexedGeometry(createUniqueName(attr, "indexedFaceSet")); int index = attr.getAttributeIndex(ID::coordIndex); if (index != -1) _currentGeometry->setCoordIndex(attr.getMFInt32(index)); index = attr.getAttributeIndex(ID::normalIndex); if (index != -1) _currentGeometry->setNormalIndex(attr.getMFInt32(index)); index = attr.getAttributeIndex(ID::normalPerVertex); _currentGeometry->setNormalPerVertex(index != -1 ? attr.getSFBool(index) : true); return 1; }
int OgreNodeHandler::startDirectionalLight(const X3DAttributes &attr) { Light* light = _sceneManager->createLight(createUniqueName(attr, "directionalLight")); light->setType(Ogre::Light::LT_DIRECTIONAL); // Get the X3D values; SFVec3f direction; SFColor color; int index = attr.getAttributeIndex(ID::direction); if (index != -1) { direction = attr.getSFVec3f(index); } else direction.z = -1; index = attr.getAttributeIndex(ID::color); if (index != -1) { color = attr.getSFColor(index); } else color.r = color.g = color.b = 1; index = attr.getAttributeIndex(ID::intensity); float intensity = (index == -1) ? 1 : attr.getSFFloat(index); index = attr.getAttributeIndex(ID::on); bool on = (index == -1) ? true : attr.getSFBool(index); // Set the Ogre values light->setDirection(direction.x, direction.y, direction.z); Ogre::ColourValue colourValue(color.r, color.g, color.b); colourValue *= intensity; light->setDiffuseColour(colourValue); light->setSpecularColour(colourValue); light->setVisible(on); _nodeStack.top()->attachObject(light); return 1; }